DOOM

I worked on DOOM as a Senior Environment Artist with id Software in Dallas, TX.
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Argent Tower – Ground Floor. I did all of the environment modeling, texture application and set dressing in this area, based off a leveldesign blockout by Morgan Wilson. Concept by Jon Lane. Lighting by Tony Garza. Effects work by the id FX department.

Flying forklift drone. I modeled and textured this vehicle from scratch based off a concept by Bryan Flynn. Crate by Reno Levi. Environment in background by Cameron Kerby.

Ivy highpoly. I made ivy cards that were used for the DLC2 Level “Argent Breach” and the DLC3 Level “Empyrian”.

Lazarus – Medical Room. I did the final worldbuilding and decal pass in this area, based off an initial pass by Dorian Gorski and Pontus Wahlin. Concept by Colin Geller. Lighting by Tony Garza. Effects work by the id FX department.

Ritual – Server Room. I did all of the environment modeling, texture application and set dressing in this area, based off a leveldesign blockout by Steve Massey. Decal pass by Nicolas Dunbeck. Concept by Battlecry Studios. Map Lead: Cameron Kerby. Lighting by Tony Garza. Effects work by the id FX department.

Mars Rover. I modeled and textured this vehicle based off a blockout concept by Jon Lane. Additional texturing (snow version) by Ean Vasquez.

Argent Breach – Chasm exterior area. I did all of the environment modeling, texture application and set dressing in this area based off a leveldesign blockout by Craig Bernardo. Statues/props by various other artists. Concept by Jon Lane. Distance vista/skybox by Ryan Watkins. Map Lead: Austin Cline. Lighting by Tony Garza. Effects work by the id FX department.

Empyrian. I was the map lead for this DLC3 level and responsible for all of the environment modeling, texture application and set dressing, decaling, and mentoring/leading other artists. This map was done in collaboration with artists from Battlecry Studious. Level Design by Steve Massey. Areas visible in bottom picture (level overview) by various other artists. Architectural props by Jeremy Thurman. Concept by Colin Geller. Lighting by Tony Garza. Effects work by the id FX department.

Decal work. I did decal work on several levels in DOOM, specifically on Surface Returns and Lazarus. The environments in these screenshots were done by various other artists.